Cleric
Base Class: Cleric

Clerics of the Space Domain often worship the vastness, beauty, and mystery of space. Through their worship and study, they begin to understand the way that the invisible force of gravity interacts with the living world, and use the understanding in conjunction with their deity's power to manipulate physical reality to their will.

Space Domain Spells

Cleric Level

Cleric Spells

1st

Colour Spray, Magnify Gravity

3rd

Immovable Object, Levitate

5th

Fly, Minute Meteors

7th

Banishment, Gravity Sinkhole

9th

Banishing Smite, Contact Other Plane

Spatial Adaption

At 1st level, your body has adapted to the vastness of space. You no longer need to breathe, and you don’t suffer any drawbacks from being in an area with very high or very low pressure. In addition, you gain resistance to force damage.

Manipulate Weight

Starting at 1st level, you have learned how to subtly manipulate the effect of gravity on the creatures around you, speeding them up or slowing them down. Whenever you or a creature that is Large or smaller within 5 feet of you starts moving, you can use your reaction to manipulate their weight, granting them the following changes:

 

  • Decrease Weight. Until the end of their next turn, their speed increases by 5 feet, they add your Wisdom modifier to their jump distance, they have disadvantage on saving throws against being moved or knocked prone, and any fall damage they would take is reduced by 1d6.
  • Increase Weight. Until the end of their next turn, their speed decreases by 5 feet, they subtract your Wisdom modifier from their jump distance, they have advantage on saving throws against being moved or knocked prone, and any fall damage they would take is increased by 1d6.

 

When you reach 8th level, the creature can be Huge or smaller, the change to their movement speed is 10 feet, and the change to fall damage they would take is 2d6. When you reach 17th level, the creature can be Gargantuan or smaller, the change to their movement speed is 15 feet, and the change to fall damage they would take is 3d6.

Channel Divinity: Spatial Slipstream

Starting at 2nd level, when a creature within 30 feet of you makes a ranged weapon attack, you can use your Channel Divinity as a reaction to warp the space in between the attacker and their target. When you do so, you can choose to either compress or stretch the space between the two creatures.

  • If you compress the space, you can increase the normal range of the attacker’s weapon by a number of feet equal to 5 times your proficiency bonus, to a maximum range of the weapon’s long range. If the attack hits, the target takes an extra die of weapon damage. This increase, and the additional damage, lasts until the end of the attacker’s turn.
  • If you stretch the space, you can decrease the normal range of the attacker’s weapon by a number of feet equal to 5 times your proficiency bonus, to a minimum range of 10 feet. This decrease lasts until the end of the attacker’s turn.

Channel Divinity: Gravity Well

At 6th level, you can use an action and spend your Channel Divinity to create an invisible mass that pulls in any that come too close. When you do, choose one point within 60 feet of you. A gravity well appears there, and remains for the next minute or until you dismiss it as an action. Each creature that starts its turn within 30 feet of it must make a Constitution saving throw, being pulled 10 feet towards the point and having their speed reduced by 10 feet until the end of their turn. If this movement pulls them upwards, they remain suspended in the air until they succeed on a Constitution saving throw. In addition, whenever you cast a spell of 1st level or higher using a spell slot, you can use your reaction to force each creature within a number of feet equal to 5 times the level of the spell slot you used to make the saving throw, pulling them towards the gravity well and reducing their speed until the end of their next turn as normal on a failed save.

Passive Control

By 8th level, you are so comfortable with manipulating the effect of gravity on objects, you can influence your own without expending any effort. You gain the following benefits while you are not incapacitated:

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • When you start your turn underwater, you can choose to rise 60 feet towards the surface.
  • When a creature attempts to push you or knock you prone, you can add your Wisdom modifier to any check or saving throw you make to resist it.

Potent Spellcasting

Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Spatial Arcana

At 17th level, you unlock the secrets of the stars, granting you access to powerful spells. You learn the following spells: Otherworldly Guise, Reverse Gravity, Dark Star, and Meteor Swarm. These spells are always prepared for you, and don’t count against the number of spells you can prepare each day. These spells are treated as cleric spells for you. In addition, casting spatial spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast one of these spells or a spell from the Space Domain spell list of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast, and can’t be higher than 5th level.

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